Weapon: Name of the weapon. Speed: Weapon speed, the smaller the number, the faster the weapon. A weapon with a speed of 45 will strike twice as fast as a weapon with speed 90 (assuming no other factors) Pen: Penetration value; the higher the number, the better the penetration (in combat, compared against armor thickness) Dmg: Damage value; if the weapon penetrates, this is the maximum endurance damage it could accomplish. Damage from strength is less, sometimes much less. Skill: Minimum skill needed to use the weapon without incurring special penalties. Str: Strength range for the weapon. If the character's strength is below the lower number, penalties may occur in both hit probability and damage. If the characters strength is above the higher number, bonuses may occur to hit probability and damage. Wgt: The weight, in pounds, of the weapon. Large bulky weapons include and extra penalty in their weight (pikes, for example). Hands: The number of character hands required to use the weapon. While using a two handed weapon, shields cannot be used (even if a shield is equipped). Price: Typical price in a moderate-sized city for an average (25) quality weapon. Large cities may have slightly cheaper prices. Different quality can significantly affect prices. Finally, price is also influenced by random factors.
Weapon
Speed
Pen
Dmg
Skill
Str
Wgt
Hands
Price
Edged
Two-handed sword
95
4
14
19
21-31
10
2
660
Longsword
55
3
12
18
19-29
6
1
270
Falchion
45
2
10
14
15-29
4
1
170
Shortsword
40
4
8
16
13-28
3
1
170
Poniard
30
4
5
10
12-27
1
1
80
Dagger
25
3
6
8
11-27
1
1
80
Battleaxe
100
3
15
12
22-30
8
2
55
Hand Axe
45
2
9
8
15-29
4
1
500
Field Axe
65
1
7
8
14-28
5
2
130
(small knife)
25
1
4
7
10-75
0
1
-
Impact
Great Hammer
120
6
11
20
24-30
9
2
740
Giant Cudgel
130
5
10
10
27-33
15
2
170
Maul or Giant Mace
90
4
12
9
25-32
12
2
200
Military Hammer
50
5
8
12
15-29
3
1
330
Mace
40
4
9
8
14-29
4
1
170
Club
45
3
7
4
16-30
5
1
20
Flails
Two-handed Flail
130
5
12
18
20-35
8
2
170
Military Flail
70
4
10
14
17-99
4
1
160
Polearms
Pike
140
4
12
12
20-35
17
2
170
Halberd
105
4
15
19
23-31
12
2
430
Long Spear
85
3
11
12
20-32
9
1
130
Short Spear
70
3
9
8
17-33
7
1
100
Quarterstaff
40
1
6
10
16-33
7
2
12
Thrown Weapons
Throwing Axe
240
2
9
19
20-31
3
1
50
Javelin
240
3
8
10
18-29
3
1
20
Dart
180
3
6
11
16-29
1
1
35
Throwing Knife
240
2
5
30
13-50
1
1
40
Bows
Composite Bow
210
6
5
30
22-32
7
2
7600
Longbow
180
6
5
25
20-31
8
2
1600
Shortbow
150
4
5
20
16-29
6
1
230
Missile Devices
Crossbow
540
6
7
14
18-99
9
2
270
Arbalest
660
7
8
16
20-99
19
2
530
Iron Handgun
720
5
9
11
17-99
14
2
740
Brass Handgun
780
7
9
11
16-99
13
9
1650
Weapon Penetration affect on damage
If a weapon has greater penetration than an armor has thickness, the weapon does full damage
If a weapon has penetration equal to that of armor thickness, the weapon does 1/3rd damage rounded down
If a weapon has penetration less than that of the armor thickness, the weapon does 1/8th damage rounded down
Note: Quality has no affect on penetration
Weapon Quality affect on damage
Weapon quality increases or reduces the amount of damage by 1 point for every 10 points of quality difference between the armor and attacking weapon. (If the armor is higher quality it reduces damage, if the weapon is higher quality it increases damage.) This modification is applied AFTER penetration.
Strength's affect on damage
If the wielders strength is greater than the strength range for the weapon an additional point of post-penetration damage is done. Additionally for every 5 points of strength beyond the strength range an additional point of damage is done. Similarly, if the attacker has less than the minimum strength required, damage decreases by 1, and an additional point for every 5 points the strength is below the range.
Comments: Weapons that do not penetrate armor do 1/8th damage, rounded down. Weapons whose penetration only matches that of the armor thickness does 1/3rd damage rounded down. Because of this weapons with high penetration are often preferred. But also worth noting is Strong Edge potions can only be applied to blades and poles giving them unmatched penetration. Further worth noting is certain weapons give no benefits to the very strong.
Weaponry
Weapon: Name of the weapon.Speed: Weapon speed, the smaller the number, the faster the weapon. A weapon with a speed of 45 will strike twice as fast as a weapon with speed 90 (assuming no other factors)
Pen: Penetration value; the higher the number, the better the penetration (in combat, compared against armor thickness)
Dmg: Damage value; if the weapon penetrates, this is the maximum endurance damage it could accomplish. Damage from strength is less, sometimes much less.
Skill: Minimum skill needed to use the weapon without incurring special penalties.
Str: Strength range for the weapon. If the character's strength is below the lower number, penalties may occur in both hit probability and damage. If the characters strength is above the higher number, bonuses may occur to hit probability and damage.
Wgt: The weight, in pounds, of the weapon. Large bulky weapons include and extra penalty in their weight (pikes, for example).
Hands: The number of character hands required to use the weapon. While using a two handed weapon, shields cannot be used (even if a shield is equipped).
Price: Typical price in a moderate-sized city for an average (25) quality weapon. Large cities may have slightly cheaper prices. Different quality can significantly affect prices. Finally, price is also influenced by random factors.
Weapon Penetration affect on damage
If a weapon has greater penetration than an armor has thickness, the weapon does full damageIf a weapon has penetration equal to that of armor thickness, the weapon does 1/3rd damage rounded down
If a weapon has penetration less than that of the armor thickness, the weapon does 1/8th damage rounded down
Note: Quality has no affect on penetration
Weapon Quality affect on damage
Weapon quality increases or reduces the amount of damage by 1 point for every 10 points of quality difference between the armor and attacking weapon. (If the armor is higher quality it reduces damage, if the weapon is higher quality it increases damage.) This modification is applied AFTER penetration.Strength's affect on damage
If the wielders strength is greater than the strength range for the weapon an additional point of post-penetration damage is done. Additionally for every 5 points of strength beyond the strength range an additional point of damage is done. Similarly, if the attacker has less than the minimum strength required, damage decreases by 1, and an additional point for every 5 points the strength is below the range.Comments: Weapons that do not penetrate armor do 1/8th damage, rounded down. Weapons whose penetration only matches that of the armor thickness does 1/3rd damage rounded down. Because of this weapons with high penetration are often preferred. But also worth noting is Strong Edge potions can only be applied to blades and poles giving them unmatched penetration. Further worth noting is certain weapons give no benefits to the very strong.